#include "Entity.h"

Entity::Entity()
: m_Texture(0), m_Model(0), m_Shader(0),
m_maLocalW(0),
m_v3Scale(1.0f, 1.0f, 1.0f), m_v3Rotate(0.0f, 0.0f, 0.0f), m_v3Translate(0.0f, 0.0f, 0.0f),
m_iChilds(0)
{
	m_Childs.resize(m_iChilds);
	m_maLocalW.SetIdentity();
}

Entity::~Entity()
{
	for (int i = 0; i < m_iChilds; i++)
	{
		Entity* temp = m_Childs[i];
		SAFE_DEL(temp);
	}
	m_iChilds = 0;
	m_Childs.resize(0);
}

__INT32 Entity::SetShader(char* strFileVS, char* strFileFS)
{
	m_Shader = new Shader();
	return m_Shader->Init(strFileVS, strFileFS);
}

__VOID Entity::Update(__FLOAT deltaTime)
{

}